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evil_deceiver102 karma

I see that there's a "Team Historian". Can you tell us more about what that job entails?

How do you identify historical figures who would make good Assassins, Templars, or victims? Do you just start reading books and making notes on people who died at about the right time? If I named a random time and place, would you be able to think of some candidates from that setting off the top of your head? And once you've identified them, how does the team decide which ones to use?

evil_deceiver34 karma

Thanks for talking with us!

I know there were different studios working on the single-player and multiplayer, so feel free to ignore any of these that aren't in your area of expertise.

  1. Previous Assassin's Creed games had their share of open spaces as well as densely constructed cities, but AC3's open spaces seem more open, and its cities less packed. Was this an unfortunate side effect of the early American setting? Or did you choose that setting specifically because you wanted to move away from the city environments?

  2. Some of the multiplayer modes that were in Revelations are gone from AC3. Can you talk about how you decided which modes to keep and which to axe? Will any of the planned DLC contain additional multi-player modes?

  3. Likewise, with the abilities in multiplayer, some are new, some changed, and some old ones failed to return. What kind of behavior were you hoping to encourage or discourage by making the changes that you did?

  4. What can you tell us about the logic behind the match-making? There are apparently many thousands of people playing, but I often see names I recognize. Is it because those people live near me? Have similar levels of experience or skill?

evil_deceiver13 karma

Thanks for taking our questions!

You've cited (not to mention live-streamed) tactical RPGs such as Final Fantasy Tactics and XCOM: Enemy Unknown as inspirations for Massive Chalice. I'm playing XCOM now, and it feels very different from other TRPGs I've played -- mostly, I think, because all of the weapons are long-range, and you brace for attack by taking cover rather than by pointing your units in a certain direction.

I imagine that Massive Chalice will have a more FFT-like focus on swordplay and similar close quarters combat. Am I right about that? Can you tell us about any unique elements of XCOM's gameplay that Massive Chalice is likely to adopt?